/Engine/Source/Editor/UnrealEd/Classes/Preferences/PhysicsAssetEditorOptions.h
class UPhysicsAssetEditorOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
bool
bExposeLegacyMenuConstraintControls
bool
bExposeLegacyMenuSimulationControls
The following are for enabling/disabling controls at runtime.
bool
bHideKinematicBodies
When set, disables rendering for kinematic bodies
bool
bHideSimulatedBodies
When set, disables rendering for simulated bodies
uint32: 1
bRenderOnlySelectedConstraints
Whether to only render selected constraints
bool
bResetClothWhenSimulating
When set, cloth will reset each time simulation is toggled
uint32: 1
bShowConstraintsAsPoints
Whether to draw constraints as points
uint32: 1
bSimulationFloorCollisionEnabled
Toggle collisions with floor in the simulation
bool
bSolidRenderingForSelectedOnly
When set, turns opacity of solid rendering for unselected bodies to zero
bool
bUpdateJointsFromAnimation
Lets you manually control the physics/animation
bool
bUseGravityOverride
Toggle gravity override vs gravity scale
float
CollisionOpacity
Opacity of 'solid' rendering
EPhysicsAssetEd...
CollisionViewMode
View mode for collision in edit mode
float
ConstraintDrawSize
Controls how large constraints are drawn in Physics Asset Editor
EPhysicsAssetEd...
ConstraintViewMode
View mode for constraints in edit mode
float
GravityOverrideZ
Gravity override used in the simulation
float
GravScale
Scale factor for the gravity used in the simulation
float
HandleAngularDamping
Angular damping of mouse spring forces
float
HandleAngularStiffness
Angular stiffness of mouse spring forces
float
HandleLinearDamping
Linear damping of mouse spring forces
float
HandleLinearStiffness
Linear stiffness of mouse spring forces
float
InteractionDistance
Raycast distance when poking or grabbing
float
InterpolationSpeed
How quickly we interpolate the physics target transform for mouse spring forces
int32
MaxFPS
Max FPS for simulation in PhysicsAssetEditor.
EPhysicsAssetEd...
MeshViewMode
View mode for meshes in edit mode
float
PhysicsBlend
Lets you manually control the physics/animation
TEnumAsByte<EP...
PhysicsUpdateMode
Determines whether simulation of root body updates component transform
float
PokeBlendTime
Time taken to blend from physics to animation.
float
PokePauseTime
Time between poking ragdoll and starting to blend back.
float
PokeStrength
Strength of the impulse used when poking with left mouse button
EPhysicsAssetEd...
SimulationCollisionViewMode
View mode for collision in simulation mode
EPhysicsAssetEd...
SimulationConstraintViewMode
View mode for constraints in simulation mode
EPhysicsAssetEd...
SimulationMeshViewMode
View mode for meshes in simulation mode